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Everything posted by Shadriss
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I wouldn't say conflicting so much as out of date - as mentioned, in the 1.X versions, it didn't matter, and though it's never been recommended here on STEP, there wasn't anything inherently wrong with AFAIK. That's changed with MO2, and now it does matter... most folks just assume that what was good in the original must be good for the follow up is all.
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For ETAC, the changes were all to areas other than Riverwood - you can safely ignore that update for now. YOT - Adds additional patches for items we do us. Download, use all appropriate patches, then merge them all as in the guide, adding in the new patches as well. Keep It Clean and the SKYtest one I either don't use or haven't seen an update for yet.
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I've seen that a few times, but mostly on snow textures - I don't know that it's something in you config or even an error per se. This is generally a color contract/brightness issue that makes minute differences between hues of a color more obvious. I know the STEP guide talks about it, but I don't think Lexy's does, so the first thing I'd look at is you monitor's calibration... Windows has a tool to assist with it, and there's a number of on-line tools as well. I'd look there first, just to make sure all is well.
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Q: I have noticed a few enchantments on weapons and armors showing up that would appear to be from VIGOR, and pertain to features that we are (by guide instructions) not using. Is there any chance of somehow removing these offending enchantments from the game via CR patch? I saw one yesterday affecting Poise for example.
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Games for Windows Live link
Shadriss replied to danielleonyett's question in Guide Support & Bug Reports
I thought not - IIRC, the whole thing was recently scrapped by MS or something... good riddance. -
Games for Windows Live link
Shadriss replied to danielleonyett's question in Guide Support & Bug Reports
As long as the link leads to the right program from a good source (and there's no reason to think Poet isn't one), you should be fine. Haven't played FO3 in a while, but I don't recall needing GFWL to play it, do you? -
Help needed with Merge Plugins and ReLinker
Shadriss replied to Prokktor's question in Other Utilities Support
Happens to us all - attention to detail helps to keep us out of trouble, eh? Best of luck. -
Compatibility issues - all versions after 4.2 had issues with this load order, including 4.33. A lot of other load orders for that matter - it isn't specific to the guide. ATTN Guide Maintainers: The instructions for the Realistic Water Two Merged need to be updated to reflect the name change for the RWT - iNeed patch to the new name. Should be obvious to most, but may head off questions later. EDIT: The newest version of the Black Sacrament armors esp throws errors in Merge Plugins. Fix or ignore? (Six "Could Not Resolve" errors pertaining to recipes, from the looks of it.)
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Do we have any idea why those two mods are not available? Is there something to make us believe they aren't coming back for some reason? I know it isn't unheard of for mod authors to pull their work when they 'retire' I'd have thought that something as popular and extensive as those two would have been left alone, so I find myself very curious if something has been said somewhere about this. EDIT: NM - just loaded up the nexus page, and that's about as clear as it gets. Still surprised it's a full pull and not a 'I'm done with this, what is here is what you get' situation instead.
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Just and FYI and General Warning: I've actually been PLAYING the game (shudder) instead of modding it, and enabled a setting in Hunterborn that made sense - removing the manual loot option. (After all, why manual loot when all the animals have is skins and parts I get through Hunterborn?) Turns out this can create a quest/game killing bug: There are items in The Forgotten City that have to be looted off of a certain enemy, which Hunterborn prevents with that setting enabled - which means I can no longer finish that portion of the quest without going back to a save I have prior. While I realize this was me doing it to myself, the option, as I mentioned, made sense to have on. DO NOT DO THIS. SAVE YOURSELVES! IT'S TOO LATE FOR ME! FLY YOU FOOLS!
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Help needed with Merge Plugins and ReLinker
Shadriss replied to Prokktor's question in Other Utilities Support
Version 40, not 44... as Easyrider said, it's vital that you use the correct version - the most recent 44 has issues. -
Thanks for the explanation - it clears up what's actually happening beneath the hood so to speak. I know that the author of Phoenix is reaching out to some of the other authors (Like Fireman) to try to get this implemented in Phoenix as well, so hopefully it's just a matter of time. It may be fiddly with non-vanilla NE effects, but just getting it working at all would be a huge step forward.
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Appreciate the thought, but it's two different discussions. The original one (a few weeks ago) was with regards to the overall darkness in some areas. That's been addressed in much the way that you just posted. The current one is with regards to Night Eye, which standard wisdom holds does not work with ENBs. Up until very recently (for SE), this was true, but ENBs are starting to incorporate some version of fix that makes them work - sorta. LE has had that since at least 2016... it's just taking a while for ENB authors to figure it out with the SSE binaries. Thanks for the post - if nothing else, it should make things clearer than I did at the time for those who are trying to work around the darkness issue as well. EDIT: I just noticed on re-read - are those settings in the guide now? That was a change I missed - those didn't exist when I started putting the guide together, so I'll have to take a closer look at those values and see how they fare in my setup. EDIT the Second: (I've been doing that a lot lately...) Re-read your post a third time, and realized you knew it was a different discussion from weeks ago. Disregard most of what I said - I can only claim that it's been a busy morning here and I didn't read as closely as I should have. Thanks for the heads up about the setting changes, I've played with them myself as well, and have achieved something I'm able to work with.
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STEP uses an outdated verion of MO
Shadriss replied to FriarBuck's question in Mod Organizer with STEP
IN my install, the merges are placed in a subfolder of my Merge Plugins install folder. I simply delete the old install of my merges (if there is one) and move it over manually. I wonder if Mator's comments were meant to imply that it wouldn't work automagically in Instance Mode? It's not writing to either the mod folder or to the Overwrite, but I consider that a small issue compared to the gains. -
I know - I posted that change myself yesterday. I've looked into it, and it looks as though it's better described as a partial support - it sort of works from the way that most of the posts regarding it seem to read. The required change is some kind of color correction setting, but every comment seems to assume that all ENBs will have this setting without actually mentioning the name of the setting, only it's acronym of AGCC... which tells me very little. As to Spectacular, I know it worked with ENBs of the time (Vividian in particualar) because I used it and had it working with no additional tinkering. As it is, in my converted version, I can see the effect itself working (sorta), but without the actual color changes the version I selected should have. Secondly, make sure you are looking at dates when you look through comments there... such as this one: Nefim posted this in December of 2016: Not true...most ENBs now fix the whole vanilla Night vision bug which is what effects this mod. Vivid Weather's ENB seems to work with this mod, and quite a few others. I think the whole thing is more a need to work with the settings of ENBs to allow the effect. You'd think that after 7+ years with ENBs, this one missing effect would have been somehow worked it - I'm convinced there is a way to do it, it's just a matter of figuring out the how. SSE ENB authors are only now starting to get it back to the point where LE was in 2016. Give it time - it's coming.
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Ahhhhh. Interesting, since the conflict resolution merged doesn't touch her... at least mine doesn't. I'll check her through the DB file and see what's going on there real quick. EDIT: Found her, and after the re-make of the merge, no issues that I can see. Sad isn't it? Been playing this since release, and never once made it over to Solstheim... too much time modding, and not enough playing, I suppose. At any rate, I'm ready to say that, on this issue at least, it was my own creation by not paying quite close enough attention.
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STEP uses an outdated verion of MO
Shadriss replied to FriarBuck's question in Mod Organizer with STEP
Not sure why it would be a problem - the only thing I can't do is have the Merge Plugins automatically identify the MO location... and that's not needed to make the merges work. I end up moving all the merge data to my MO file structure by hand, but it's hardly a problem since it also allows me to verify file creation dates before moving them over. -
STEP uses an outdated verion of MO
Shadriss replied to FriarBuck's question in Mod Organizer with STEP
In which case, I am definitely in instance mode, and have zero problems with making merges.

